It still maintain that hybrids are simply "I want the best of both worlds with no sacrifices".
Nah, I'm personally a fan of the build specialization system. You shouldn't be able to have the best of both worlds. If hybrids were truly competetive with pure builds, there would be no reason not to play one. A trade off has to be made, and that trade off is damage. If you had suggested adding a third morph or even dedicated skill for hybrids, that's one thing. Fundamentally changing the game for everyone to cater to hybrids is too much. I just don't think the demand is there for such a massive change. I'm also firmly opposed to divorcing damage from attributes. You think your suggestion would help build variety, but in fact they would kill it.
If hybrids are to ever come back, their strength should be in utility and sustainability. They should never do close to equal damage as pure builds.
dodgehopper_ESO wrote: »It still maintain that hybrids are simply "I want the best of both worlds with no sacrifices".
I don't see how. Everyone uses stamina and magicka. The problem with the design of the system right now is that it has essentially two builds: Stamina or Magicka. Even Tanks perform better focusing one or the other, where a Tank should really be a lot more about HEALTH. I agree with what @AfkNinja said regarding that matter. My suggestion would hopefully create the same result and would also make more logical sense. When I look at a Templar doing jabs it is clearly a physical act, there is no two ways about it. If the skill had two components the end result would be similar but not equal. In other words if someone had more spell resistance than physical resistance, and I had a Jabs skill that was weighted more heavily toward physical damage, it would do noticeably more damage than someone who was built for spell damage.
This brings up another issue I have with the design of the game. I think it is pretty bad that the attributes themselves contribute to damage as well as sustainability. I would much rather see a system that forced players to make a choice between the two. It would be much easier for the developers to do this if they decoupled damage from the Magicka/Stamina attributes altogether, and that would really be a preferred option for me.
dodgehopper_ESO wrote: »It still maintain that hybrids are simply "I want the best of both worlds with no sacrifices".
I don't see how. Everyone uses stamina and magicka. The problem with the design of the system right now is that it has essentially two builds: Stamina or Magicka. Even Tanks perform better focusing one or the other, where a Tank should really be a lot more about HEALTH. I agree with what @AfkNinja said regarding that matter. My suggestion would hopefully create the same result and would also make more logical sense. When I look at a Templar doing jabs it is clearly a physical act, there is no two ways about it. If the skill had two components the end result would be similar but not equal. In other words if someone had more spell resistance than physical resistance, and I had a Jabs skill that was weighted more heavily toward physical damage, it would do noticeably more damage than someone who was built for spell damage.
This brings up another issue I have with the design of the game. I think it is pretty bad that the attributes themselves contribute to damage as well as sustainability. I would much rather see a system that forced players to make a choice between the two. It would be much easier for the developers to do this if they decoupled damage from the Magicka/Stamina attributes altogether, and that would really be a preferred option for me.
Design cannot be about semantic over-analyzing such as Templar jabs looks like a phyiscal action. The majority of skills in the game would have to be magic then because they would not be possible with magical assistance.
The reason I call hybrids out as blatant "I want it all" builds is because I see no way for them not being that. Take Sorc for example. Imagine a Sorc that is basically a stamina build but with Hardened Ward and more Magicka to cast utility like Streak and Boundless Storm. That's having your cake and eating it too. The best of both builds, and that's all I see hybrids amounting to. Right now even though not every builds is supported the best, a player has to choose stamina or magicka and play to the strengths and weaknesses of each. I find that far more balanced and varied than each class choosing the best skill regardless of stamina or magicka. Which will not lead to more builds being vaiable, rather there being one build per class, per role that uses the best skills.
dodgehopper_ESO wrote: »It still maintain that hybrids are simply "I want the best of both worlds with no sacrifices".
I don't see how. Everyone uses stamina and magicka. The problem with the design of the system right now is that it has essentially two builds: Stamina or Magicka. Even Tanks perform better focusing one or the other, where a Tank should really be a lot more about HEALTH. I agree with what @AfkNinja said regarding that matter. My suggestion would hopefully create the same result and would also make more logical sense. When I look at a Templar doing jabs it is clearly a physical act, there is no two ways about it. If the skill had two components the end result would be similar but not equal. In other words if someone had more spell resistance than physical resistance, and I had a Jabs skill that was weighted more heavily toward physical damage, it would do noticeably more damage than someone who was built for spell damage.
This brings up another issue I have with the design of the game. I think it is pretty bad that the attributes themselves contribute to damage as well as sustainability. I would much rather see a system that forced players to make a choice between the two. It would be much easier for the developers to do this if they decoupled damage from the Magicka/Stamina attributes altogether, and that would really be a preferred option for me.
Design cannot be about semantic over-analyzing such as Templar jabs looks like a phyiscal action. The majority of skills in the game would have to be magic then because they would not be possible with magical assistance.
The reason I call hybrids out as blatant "I want it all" builds is because I see no way for them not being that. Take Sorc for example. Imagine a Sorc that is basically a stamina build but with Hardened Ward and more Magicka to cast utility like Streak and Boundless Storm. That's having your cake and eating it too. The best of both builds, and that's all I see hybrids amounting to. Right now even though not every builds is supported the best, a player has to choose stamina or magicka and play to the strengths and weaknesses of each. I find that far more balanced and varied than each class choosing the best skill regardless of stamina or magicka. Which will not lead to more builds being vaiable, rather there being one build per class, per role that uses the best skills.
It still maintain that hybrids are simply "I want the best of both worlds with no sacrifices".
I highly doubt that is what OP is referring to.ScooberSteve wrote: »There are hybrids its usually stamina build with magiks abilities that dont scale off of magika and spell damage
This ^GrumpyDuckling wrote: »The decision of where to spend attribute points should be tied only to resource management, not damage output. .
ScooberSteve wrote: »There are hybrids its usually stamina build with magiks abilities that dont scale off of magika and spell damage
GrimMauKin wrote: »I've been playing a single character (Nightblade) since day one and have stubbornly stuck with him throughout all the changes (although there have had to be many respecs and rethinks to keep him going). I wanted to play a dual wield Nightblade (with bow skills) which needed stamina but I also wanted to use class skills which were originally all Magicka based (the vast majority still are). To be honest, I think that hybrid characters are perfectly viable in PvE, although probably less so in Trials where groups seem to want specific roles. Hybrid builds are compromised in PvP though where maximum damage seems the 'must have' approach.
I'd advocate skills scaling off of weapon or magic damage too but the current system could work if ZOS introduced a law of diminishing returns for scaling/damage (along the lines of the Overcharging mechanism that used to apply to Regen e.g. it became harder to increase the higher it got). A bit of imagination in MOB design would also help; I think we need some creatures that drain Stamina or Magicka instead of just health which could give hybrids a bit of a boost overall. People have also talked about blocking draining stamina for stamina based damage and magicka for magicka based damage and I'd be for this too.
ZOS could also expand the Alchemy system to perhaps allow weapon applied toxins that might affect Regen making all Stamina/Magicka based builds a bit more vulnerable and give builds who could fall back another resource if one were compromised/drained an edge overall.